#version 330 core
#extension GL_ARB_texture_rectangle: enable

uniform sampler2D u_BaseTexture;
in fData
{
    vec3 position;
    vec3 normal;
    vec2 texCoord;
} frag;

//out vec4 FragColor[];
layout(location = 0) out vec4 FragPos;
layout(location = 1) out vec4 FragNormal;
layout(location = 2) out vec4 FragDiffuse;

uniform float u_Blend;

void main(void)
{
	FragPos = vec4(frag.position, 1.0);
	FragNormal = vec4(frag.normal*0.5 + vec3(0.5), 0.0);
	FragDiffuse = texture2D(u_BaseTexture, frag.texCoord);
}